Magical, 3D-Warping Techniques Steadies Your Videos
createdigitalmotion.com
createdigitalmotion.com
So in a sense, this is yet another case of 'more data' (the oversized source video), plus software/CPU batch analysis, replacing the specialized equipment and expertise that used to be required for a 'stable' shot.
Taken to its logical extreme: might future casual-use 'cameras' be compact omnidirectional arrays of high-resolution, almost-always-on photo sensors -- from which idealized photos and videos can be reassembled later, by post-processing and editing at leisure?
Which limits are closer: the eye's capabilities or the noise floor?
Your point that theoretical limits are eventually reached is well-taken, but tiny devices could be collecting far more than the unaided eye perceives before hitting physical limits. Eventually, the devices could compete with microscopes and telescopes -- and then the "fundamental limits" you've highlighted will become a issue.
For example: http://www.davsys.com/revival.html
those two are what I've seen and used in practice and both have A LOT to be desired for.
I always said whoever solves automation of object recognition and pixel perfect outlines of them is a VERY RICH man. Current problem solving revolves around specialized software for rotoscoping masks around objects with a help of 2D and 3D tracking here and there. It is a very tedious job that requires a lot of man power. See, for example, http://www.mokey.com/
It feels like there's some sort of other-worldly quality... I think it's parts of the mesh moving around out-of-sync with other, but it's really hard to get a sense as it's one of those things where it's the image as a whole, not any one point you can look at.
Honestly, it makes me slightly nauseous - I'm not sure I could deal with it for a significant period of time.
I figure they've still got some bugs to work out anyhow.
This is easy to fix, of course. For demonstration purposes, it really drives the point home that they have stabilized this picture, no ifs ands or buts. For real use, I'd probably stick with the lowpass filter. Also, in real use, you'd be able to configure the algorithm selectively; line here, lowpass there, etc.
Syntheyes- http://www.ssontech.com/
Boujou 3D- http://www.2d3.com/
PFHoe- http://www.pfhoe.com/
The software you listed are simply a part of the system which they developed use, the tracking/scene analysis part of it. And you are right, that part of the software is not overly difficult to write, in fact you can throw together a Harris Corner detector + RANSAC to find correlation between the points and it'll do quite ok. In their case, they decided to use the Voodoo camera tracking system available here:
http://www.digilab.uni-hannover.de/docs/manual.html
which is comparable to the software you have listed
What I'm most interested in is the speed of processing their warps. From my experience of playing with ITK/VTK, generating non-rigid warps using b-spline, MFFD or any of the current algorithms takes a LONG time if you take the image content into account. I need to read the paper more carefully to find out.
Although this will be greatest interest to indie film and TV makers right now, selling to that market is a loss leader for most companies - the big bucks come from hobbyist consumers that want to shoot pictures or video but are happy to get an assist from the camera - hence the obsession with good autofocus on most camcorders, whereas pros are willing to pay a lot more for manual control of the focus plane. This is instant Win for whoever implements it first - it'll make consumers feel like pros, and it will save pros LOTS of money.
Either way, this could be a nice tool for independent filmmakers who don't have access to Steadicam gear. Big budget films don't rely on post processing to fix this sort of thing unless they have no other choice becasue of the constraints of the shot.
Virtual Dub http://www.guthspot.se/video/deshaker.htm
In general, the computer graphics industry is incredibly fast at picking up research developments (often under a year for many of the CGI/FX studios). Other areas of computer science typically have much longer lags between research results and industry adoption.
Still going to be a great tool and looks like a small enough iteration on current stabilisation that it will actually be implemented.
I see this being an instant hit with low-budget shooters who are prepared to lavish time on getting it right and are more concerned with energy than perfect fidelity. Later there will probably be rough-quality realtime preview on set followed by near-perfect post rendering.